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Posts posted by rebel12340
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On 7/28/2019 at 2:58 AM, Kritty Cat said:I guess the ultimate form of this that I'm after is the ability to use Zeus+Achilles to spawn in a jammer when I want. Any ideas on how to move towards such a goal? The SQF can live in the Zeus Mission's scripts folder, but is it possible to create a new object in Zeus using Achilles that executes the code...?
I've never used Achilles, so I'm afraid I can't really be of much help with that.
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yea, that should do it
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Add this to line 57 of the script (below where they TF receiving and sending distance multipliers are being set)
if (_interference > 1) then {hint "Your radio is being jammed!"};
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Do you want it for testing purposes or to show during the actual mission?
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8 minutes ago, Nicholas Lendall said:OK SWEET! I have the mission working now to disable the jammer like in the video how do i add the addAction?
Kromka provded a way of adding an add action on the first page of this thread.
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20 minutes ago, Nicholas Lendall said:https://imgur.com/Fcl4JE9 this is the error i get when i play with the default params
Double check that the variable name(s) you have in the activation of the script match the variable name you have assigned to the object(s) you want to act as the jammer(s).
In other words, if you're executing the script as such:
[[jammer1, jammer2, jammer3], 1000, 50, TRUE] execVM "scripts\TFARjamRadios.sqf";
You would need to have three jammers, one named jammer1, one named jammer2, and one named jammer3.
Hope that helps.
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15 hours ago, BadHabitz said:Is there a way to play a sound file then players try to broadcast, to let them know the jammer is active?
This could probably be done using the OnTangent event handler for TFAR: https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Events
15 hours ago, BadHabitz said:Is there a performance hit related to the size of your jamming area? Would a 2km area be detrimental compared to a 200m area?
As far as I'm aware, the size of the area shouldn't really be a factor as far as performance goes. The only thing I can think of that would affect performance would be the amount of jammers, as the script has to find the distance from the player to each jammer to find the closest one. I haven't done any real sort of testing on the matter to see what sort of performance impact there is, though.
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13 hours ago, Spoor said:@rebel12340 - hi there, have some errors, forwhich I give the flw screens. 1st - innitPlayerLocal, 2nd on start lobby and 3rd in game. Could you please have a look.
Thanks and have a great day
In addition to what Dedmen said, looking at your initPlayerLocal.sqf you have the following lines:
Line 1: radioJammer = [[jammer1, jammer2], 1000, 50, TRUE] execVM "scripts\TFARjamRadio.sqf"; Line 2: if (side player == EAST) then {jamOpforRadios = [[Jammer1]] execVM "TFARjamRadios.sqf";}; Line 3: if (side player == WEST) then {jamBluforRadios = [[Jammer2]] execVM "TFARjamRadios.sqf";};
You should really only be using either line 1 by itself or lines 2 and 3 together, not all three lines together. The way you currently have it, the script will run twice (unless the player's side is set to independent), which may cause some issues.
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6 hours ago, Duke84 said:im kind of new to eden editor, i managed to get it working on my mission the thing is there is a constant message where the chat is about the jammer, is there somewhere i can deactivate the chat or the jammer from sending messages ?
https://i.imgur.com/8XE2T89.png
edit: also its creating a marker on mapYou are running the script with debug mode enabled. All you need to do is remove the last parameter in the line used to execute the script (the bit that says TRUE) and the text/markers will stop showing up. It should end up looking similar to this:
jamRadios = [[JAMMER],1000,50] execVM "TFARjamRadios.sqf";
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Radio Jamming for TFAR Script update (version 0.2.0)
Download Link: Radio Jamming Script for TFAR version 0.2.0
Changelog
- The debug function will now create markers locally rather than globally.
- The script will now (properly) jam sending transmissions as well as incoming transmissions.- Changed the default "strength" of the jammer to 50 (previously 100) to hopefully compensate for sending transmissions being jammed.
Note: Due to some of the changes in this script, if you choose to update any of your missions that used the previous version of this script, and had set a custom strength value for the script, then you may want to lower the custom strength value that you had set.
If you experience any issue with the update, please don't hesitate to let me know.
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6 hours ago, blow56 said:How do you increase strength/radius?
If you open the script, that information is listed at the top.
Parameter(s): 0: ARRAY of object(s) (Required)- Entity(s) that will cause the radios to be jammed. 1: NUMBER (Optional)- Range of the jammer in Meters. Default is 1000. 2: NUMBER (Optional)- Strength of the jammer. Default is 100. 3: BOOL (Optional)- Enable Debug. Default is False. Example: [[jammer1],500, 100] execVM "TFARjamRadios.sqf";// This would make jammer1 the active jammer, and would have a radius of 500m and a strength of 100.
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4 hours ago, barbolani said:Hi!
Mind if I add some snippets of the script to Antistasi? I would like to add this for the PvP players, so the rebels can use their owned radio towers as jammers for NATO.
Of course I Will credit you.
Of course!
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On 5/24/2018 at 1:33 PM, Spoor said:@rebel12340 - Hi again, working on a TvT Campaign where both factions will have jammer-equipment. Blufor will have Jammer1 disturbing Opfor players and Opfor Jammer2 disturbing Blufor players. How can I accomplish this ? - (nood here)
Thanks
Best Spoor
Since the script runs on each client locally, you would just need to run the script for each side. I believe you would just change the code in the initPlayerLocal.sqf to something similar to this:
if (side player == EAST) then {jamOpforRadios = [[Jammer1]] execVM "TFARjamRadios.sqf";}; //Jams Opfor's radios, using Blufor's jammer as the active jammer. if (side player == WEST) then {jamBluforRadios = [[Jammer2]] execVM "TFARjamRadios.sqf";}; //Jam Blufor's radios, using Opfor's jammer as the active jammer.
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On 5/7/2018 at 2:27 AM, neodyn said:For my new mission i want to create TFAR Jamming vehicle with an option to turn on/off the TFAR Jamming feature.
So is it possible to turn on/off your TFAR Jammer script with an addAction ?
How can i realize this with addAction?
Having not tested it, something such as this, I think, would get the job done:
Action to Enable the jammer
jammer1 addaction ["Enable Jammer", {[[[jammer1]],"scripts\TFARjamRadios.sqf"] remoteExec ["execVM"];}]
Action to disable the jammer
jammer1 addaction ["Disable Jammer", {jammerEnabled = false; publicVariable "jammerEnabled";}];
And then you'd have to edit the script and put this somewhere near the top:
jammerEnabled = true
and edit the while loop to be dependent on jammerEnabled being true
while {alive _jammer AND jammerEnabled} do
That could be one way of doing it.
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3 minutes ago, Spoor said:Hi, indeed just on my own. I was expecting that that was the problem will test over the weekend and let you know - thanks
Yea. TFAR (and, subsequently, this script) will only work in multiplayer.
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9 hours ago, neodyn said:Is it possible to add the Radio Jamming Script to an moving vehicle ?
Yes.
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Were you not testing the script with other players before?
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5 hours ago, Spoor said:@rebel12340 - Hi there, trying to run your script (sample mission) but unfortunately I dnt succeed. Is the script broken after some updates ?? or is it me ?
Please to hear thanks
Best Spoor
What problem are you having, exactly? It should be working as of, at least, TFAR version 1.0.274
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Your radio isn’t being jammed in the sample mission? What version of TFR are you using?
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5 hours ago, xXThanatosXx said:I placed a laptop as Jammer1 . but yes there is some units that are not always filled by players....
wellI place the script folder with the script in the mission folder
Added initPlayerLocal file
and set up a jammer in a laptop naming it Jammer1
so, in the initPlayerLocal file you have something similar to this?
radioJammer = [[jammer1]] execVM "scripts\TFARjamRadios.sqf"
As Dedmen said, it's likely due to an incorrect variable name being passed as the first variable, so, if you haven't already, make sure you double check that you spelled the variable name the same both on the laptop and in the initPlayerLocal.sqf.
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16 hours ago, xXThanatosXx said:I will tkae screenshot later one and post it :)
Here is the message i keep getting
https://ibb.co/fCO8p7
Hmm. Strange. I tested it using the example mission and did not recieve an error. How are you executing the script?
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Can you provide more information? What does the error say, exactly? What code are you using to execute the script?
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It seems that if you place down the Camera module after playing a scenario in 3DEN, it breaks the 3DEN camera. Looks like it's making the camera created by the module the active camera rather than the 3DEN camera.
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It seems that vehicles still sink into the long bridges that lead to Puente Malargo.
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[Release] Radio Jamming Script for Task Force Radio
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I believe that both long and short range radios use the same variable to determine their transmission power, so you can't jam a player's short range radio separate from their long range radio. Someone can correct me if I'm wrong.